add ckg
plantilla base para movimiento básico
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using System.Collections;
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using System.Collections.Generic;
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using GameKitController.Audio;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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[System.Serializable]
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public class completeDialogInfo
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{
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public string Name;
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public int ID;
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public bool playDialogWithoutPausingPlayerActions;
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public bool playDialogsAutomatically = true;
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public bool pausePlayerActionsInput;
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public bool pausePlayerMovementInput;
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public bool canUseInputToSetNextDialog = true;
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public bool showFullDialogLineOnInputIfTextPartByPart = true;
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public bool showDialogLineWordByWord;
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public float dialogLineWordSpeed = 0.5f;
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public bool showDialogLineLetterByLetter;
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public float dialogLineLetterSpeed = 0.03f;
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public bool useCustomTextAnchorAndAligment;
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public TextAnchor textAnchor = TextAnchor.MiddleCenter;
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public bool stopDialogIfPlayerDistanceTooFar;
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public float maxDistanceToStopDialog;
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public bool rewindLastDialogIfStopped;
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public UnityEvent eventOnDialogStopped;
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public bool playDialogOnTriggerEnter;
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public UnityEvent eventToPlayDialogOnTriggerEnter;
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public List<dialogInfo> dialogInfoList = new List<dialogInfo> ();
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}
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[System.Serializable]
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public class dialogInfo
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{
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public string Name;
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public int ID;
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public string dialogOwnerName;
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[TextArea (3, 10)] public string dialogContent;
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public bool showPreviousDialogLineOnOptions;
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public List<dialogLineInfo> dialogLineInfoList = new List<dialogLineInfo> ();
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public UnityEvent eventOnDialog;
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public bool useEventToSendPlayer;
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public eventParameters.eventToCallWithGameObject eventToSendPlayer;
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public bool activateWhenDialogClosed;
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public bool activateRemoteTriggerSystem;
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public string remoteTriggerName;
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public bool useNexLineButton = true;
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public bool isEndOfDialog;
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public bool changeToDialogInfoID;
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public int dialogInfoIDToActivate;
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public bool useRandomDialogInfoID;
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public bool useRandomDialogRange;
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public Vector2 randomDialogRange;
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public List<int> randomDialogIDList = new List<int> ();
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public bool checkConditionForNextLine;
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public int dialogInfoIDToActivateOnConditionTrue;
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public int dialogInfoIDToActivateOnConditionFalse;
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public UnityEvent eventToCheckConditionForNextLine;
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public bool useEventToSendPlayerToCondition;
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public eventParameters.eventToCallWithGameObject eventToSendPlayerToCondition;
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public bool disableDialogAfterSelect;
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public int dialogInfoIDToJump;
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public bool dialogInfoDisabled;
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public bool setNextCompleteDialogID;
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public bool setNewCompleteDialogID;
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public int newCompleteDialogID;
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public float delayToShowNextDialogLine = 5;
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public float delayToShowThisDialogLine;
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public bool useDialogLineSound;
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public AudioClip dialogLineSound;
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public AudioElement dialogLineAudioElement;
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public bool useAnimations;
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public string animationName;
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public float delayToPlayAnimation;
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public bool useDelayToDisableAnimation;
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public float delayToDisableAnimation;
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public bool animationUsedOnPlayer;
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public bool enableAnimatorLayer = true;
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public string animatorLayerToEnableName = "Dialogue";
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public bool characterFollowPlayerAfterDialogEnd;
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public void InitializeAudioElements ()
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{
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if (dialogLineSound != null) {
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dialogLineAudioElement.clip = dialogLineSound;
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}
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}
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}
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[System.Serializable]
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public class dialogLineInfo
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{
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public string Name;
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public int ID;
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[TextArea (3, 10)] public string dialogLineContent;
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public int dialogInfoIDToActivate;
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public bool useRandomDialogInfoID;
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public bool useRandomDialogRange;
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public Vector2 randomDialogRange;
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public List<int> randomDialogIDList = new List<int> ();
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public bool activateRemoteTriggerSystem;
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public string remoteTriggerName;
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public Button dialogLineButton;
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public bool disableLineAfterSelect;
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public bool lineDisabled;
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public bool useStatToShowLine;
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public string statName;
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public bool statIsAmount;
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public float minStateValue;
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public bool boolStateValue;
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public bool answerNotAvailable;
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public string extraDialogLineContent;
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public bool checkConditionForNextLine;
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public int dialogInfoIDToActivateOnConditionTrue;
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public int dialogInfoIDToActivateOnConditionFalse;
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public UnityEvent eventToCheckConditionForNextLine;
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public bool useEventToSendPlayerToCondition;
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public eventParameters.eventToCallWithGameObject eventToSendPlayerToCondition;
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}
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//Dialog Info use for the localization system
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[System.Serializable]
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public class completeDialogInfoTemplate
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{
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public string language;
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[Space]
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public List<simpleCompleteDialogInfo> completeDialogInfoList = new List<simpleCompleteDialogInfo> ();
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}
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[System.Serializable]
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public class simpleCompleteDialogInfo
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{
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public string Name;
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public int ID;
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[Space]
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public List<simpleDialogInfo> dialogInfoList = new List<simpleDialogInfo> ();
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}
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[System.Serializable]
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public class simpleDialogInfo
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{
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public string Name;
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public int ID;
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public string dialogOwnerName;
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[TextArea (3, 10)] public string dialogContent;
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public AudioClip dialogLineSound;
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public AudioElement dialogLineAudioElement;
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[Space]
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public List<simpleDialogLineInfo> dialogLineInfoList = new List<simpleDialogLineInfo> ();
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public void InitializeAudioElements ()
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{
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if (dialogLineSound != null) {
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dialogLineAudioElement.clip = dialogLineSound;
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}
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}
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}
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[System.Serializable]
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public class simpleDialogLineInfo
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{
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public string Name;
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public int ID;
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[TextArea (3, 10)] public string dialogLineContent;
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}
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